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Exploring the Front Touch Interface of Virtual Reality Head-Mounted Displays : 가상 현실 디바이스의 정면 터치 인터페이스 연구

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dc.contributor.advisor서봉원-
dc.contributor.author이지현-
dc.date.accessioned2017-07-19T10:57:44Z-
dc.date.available2017-07-19T10:57:44Z-
dc.date.issued2016-08-
dc.identifier.other000000137428-
dc.identifier.urihttps://hdl.handle.net/10371/133223-
dc.description학위논문 (석사)-- 서울대학교 융합과학기술대학원 : 융합과학부, 2016. 8. 서봉원.-
dc.description.abstractVirtual reality (VR) refers to three-dimensional realities implemented with stereo viewing goggles and reality gloves. The immersive experience that the VR technology provides entails a wide range of potential usages, and has attracted attentions from both the industrial and the academia for the last decades. Mobile VR headsets, VR head-mounted displays powered by smartphones, have recently been introduced, making VR more accessible and affordable than before. However, VR is not embraced by a broader scope of audience as much as the field expects. One of the reasons would be a lack of natural yet effective ways to interact with the VR world.
This study introduces a new HMD-embedded interface, with which users can interact with the virtual world via a touchpad placed in front of the VR headset, namely front touch interface. This new interface has the potential to expand the design space of VR interactions, introducing new possible interaction methods. A prototype device was built on which a series of user studies were conducted to evaluate the fidelity of this new interface. Equations that map the coordinates of the 2D touchpad to that of the 3D virtual scene were made based on the data collected from a short pilot study.
In addition, preliminary interviews were conducted to find how intuitive the interaction of touching the front space of headset is. And in the next study, the design space of the VR interactions, which was expanded by the introduction of the front touch interface, was explored. Then, two selection tests were conducted to find out how effective the front touch interface is with (1) menu interface and (2) keyboard. During
this process, two new selection techniques, Two-Fingers and Drag-n-Tap, were proposed to explore an appropriate input method for the front touch interface. Each technique was devised to provide different types of benefits in terms of usability: Two-Fingers to help users make quicker selections, and Drag-n-Tap to achieve more accurate selections. Lastly, a short case study on VR media player was conducted, and how the front touch interface can provide with other alternative solutions was discussed.
As a low-cost, light-weight, and low power-budget technology, a touch sensor makes a good medium for VR interaction. Also, the touch sensor could be embedded to the currently available VR headsets, requiring no extra devices. Such aspects of the front touch interface make it even more suitable for the mobile VR headsets, which attains highly portable and affordable characteristics.
In future, further tests on unexplored design spaces and interaction gestures such as swiping and pinching will be conducted. This work is envisaged to shed light on a range of unexplored design possibilities.
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dc.description.tableofcontents1. Introduction 1
1.1 Background and Motivation 1
1.2 Research Goal 2

2. Related Work 4
2.1 Interaction Methods and Devices 4
2.1.1 Gestural Interaction 4
2.1.2 Gaze-based Interaction 5
2.1.3 Handheld and other Assisting Devices 6
2.1.4 Conflicting Results 7
2.2 Design Spaces 8
2.2.1 Relative Positions 8
2.2.2 Design Choices Applied to Menu Interfaces 9
2.3 Interface Designs 10
2.3.1 Menu 10
2.3.2 Keyboard 11

3. Interaction Design Space 12
3.1 Expansion of the Design Space 12
3.2 Application Area 14

4. User Study 15
4.1 Implementation 15
4.1.1 Prototype Device 15
4.1.2 VR Scene Graph and Picking for UI Events 16
4.1.3 Matching Coordinates between Touch Sensor and VR Scene 17
4.2 Pre-Study: How Intuitive is the Front Touch Interface 18
4.3 Design Space Exploration 20
4.3.1 Study Design 21
4.3.2 Performance Results 22
4.4 Menu Selection Study 23
4.4.1 Study Design 24
4.4.2 Performance Results 26
4.4.3 Post-Questionnaire Results 27
4.4.4 Learnability and Metaphors 29
4.4.5 Neck Fatigue and Nausea 29
4.4.6 Control over the Cursor 30
4.5 Text Input Study 30
4.5.1 Study Design 31
4.5.2 Performance Result 32
4.5.3 Post-Questionnaire Result 34
4.5.4 Efficiency of the Techniques to Text-entry 34
4.5.5 Fatigue and Nausea: Head vs. Hand 35
4.5.6 Precision 35
4.5.7 Limited Range of View 36
4.5.8 Drag-n-Tap 37
4.5.9 Like Neither 37

5. Case Study 38
5.1 Motivation 38
5.2 How Currently Available VR Products Are Doing 40
5.3 Designing VR Media Player for the Front Touch 41
5.3.1 View-fixed vs. World-fixed Windows 43
5.3.2 Sliding Gesture 43
5.4 Future Work 44

6. Discussion 45
6.1 Which is more Efficient 45
6.2 Preferences depending on the Tasks 45
6.2.1 Complexity of the User Interface 46
6.2.2 Intensity and Length of Task 46
6.2.3 Learnability of the techniques 46
6.2.4 Engaging 47
6.2.5 Fatigue and Nausea 47
6.3 Design Tips for the Front Touch Interface 48
6.3.1 Physicality of the Front Touchpad 48
6.3.2 Coordinate Mapping between Touchpad and VR world 48
6.3.3 Size of Buttons for Front Touch 49
6.4 Counterintuitive Interaction 50
6.5 Penalty on the Front Touch Interaction 52

7. Conclusion 53
7.1 Future Work 53
7.2 Summary 54

REFERENCE 56

국문 초록 63
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dc.formatapplication/pdf-
dc.format.extent1555332 bytes-
dc.format.mediumapplication/pdf-
dc.language.isoen-
dc.publisher서울대학교 융합과학기술대학원-
dc.subjectVirtual Reality-
dc.subjectTouch Interface-
dc.subjectHMD-embedded Interface-
dc.subjectInput Techniques-
dc.subjectSelection Techniques-
dc.subjectText-input-
dc.subjectKeyboard-
dc.subject.ddc620-
dc.titleExploring the Front Touch Interface of Virtual Reality Head-Mounted Displays-
dc.title.alternative가상 현실 디바이스의 정면 터치 인터페이스 연구-
dc.typeThesis-
dc.description.degreeMaster-
dc.citation.pages65-
dc.contributor.affiliation융합과학기술대학원 융합과학부-
dc.date.awarded2016-08-
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